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Revenants, Arch-Viles and Pain Elementals are pretty easy once you know how. Allow Rottking to demonstrate: https://www.youtube.com/watch?v=HJcf0aOwmiA
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# ? Oct 30, 2012 07:58 |
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# ? May 30, 2024 10:40 |
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On this topic, I can't even guess how many hours I've spent watching Watakid and some others just totally loving wreck chillax survival (watching because I'm always dead within a few minutes). For anyone who doesn't already know, it's a wad with ludicrous numbers of high-danger enemies that involves exploiting weaknesses and abusing infighting to complete levels. It's really magical what some people can do in this game. https://www.youtube.com/watch?v=ncQf4CClZnk
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# ? Oct 30, 2012 08:24 |
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Jefferoo posted:I'll try asking again, can anyone tell me why I'm having this issue with GZDoom for Mac? I get it in Dawn of War: Soulstorm as well. It's a graphics processor issue (not sure if it's hardware or drivers). If you don't mind playing with nauseating Y-axis looking, then disable OpenGL in the display settings.
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# ? Oct 30, 2012 18:23 |
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The Kins posted:Revenants, Arch-Viles and Pain Elementals are pretty easy once you know how. Allow Rottking to demonstrate:
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# ? Oct 31, 2012 04:18 |
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Jefferoo posted:I'll try asking again, can anyone tell me why I'm having this issue with GZDoom for Mac? I get it in Dawn of War: Soulstorm as well. Given that the Warhammer 40K engine and GZDoom have pretty much nothing in common except for being hardware accelerated, the culprit here is faulty hardware. Try to see if updated drivers can solve the issue; otherwise play Doom with a software renderer. (And for WH40K, there is no alternative.)
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# ? Oct 31, 2012 12:53 |
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Dominic White posted:Because Timidity is a pain in the rear end, I just decided to upload a quick Fluidsynth + Soundfont pack for ZDoom. A one-step solution to much nicer sounding MIDI music. This doesn't quite work for me. I've downloaded this file twice now and both times I tried opening it with WinRAR only to get an empty folder. I decided to try and use 7zip itself instead, and while that let me see the files inside the .7z, they're all named "Doom Fluidsynth" and none of them have file extensions that tell me what they are.
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# ? Oct 31, 2012 16:11 |
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Speaking of Fluidsynth, the old version has memory leaks. There's a new DLL now.catlord posted:Don't forget that Revenants will also shoot you in the face even when you're right up next to them hoping they'll try to punch instead. They are astoundingly unpredictable, I find. They'll only shoot in close range after having been hurt. You inflict them pain, they retaliate once with a missile, regardless of range. Then they're back to trying to slap you. Very predictable, actually. Also, two rockets or two point-blank SSG discharge, and they're out. If they accidentally survive such punishment, you can switch to the fist or chainsaw, because they really won't have much hit points left. Cat Mattress fucked around with this message at 18:11 on Oct 31, 2012 |
# ? Oct 31, 2012 17:20 |
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I'm having issues with Chocolate Doom. Doom 2 crashes during the demo, which the wiki says is because the WAD isn't patched to 1.9, but I don't know which version of the WAD I have. It's the one off of Steam. The other problem is the game sometimes crashes when I beat a level, which might also be because my WAD isn't the right version. edit: Now it just flat out won't let me play and crashes every time I try to start a game.
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# ? Oct 31, 2012 17:41 |
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Hopefully this is the correct thread for it, but I've been playing the October build of Wrack, and it's really coming along nicely. There haven't been many major changes, but all the little ones are adding up. The graphics engine is fleshing out nicely, the movement feels a bit more smooth, especially the jumping, and there are some good ease of use tweaks like HP totals being shown numerically for the bosses. It's a great throwback FPS.
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# ? Oct 31, 2012 17:55 |
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Zeether posted:I'm having issues with Chocolate Doom. Doom 2 crashes during the demo, which the wiki says is because the WAD isn't patched to 1.9, but I don't know which version of the WAD I have. It's the one off of Steam. It should be the right version, then. If you want to verify, you can always use this handy little utility to compare to the values here.
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# ? Oct 31, 2012 18:13 |
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A Fancy 400 lbs posted:Hopefully this is the correct thread for it, but I've been playing the October build of Wrack, and it's really coming along nicely. There haven't been many major changes, but all the little ones are adding up. The graphics engine is fleshing out nicely, the movement feels a bit more smooth, especially the jumping, and there are some good ease of use tweaks like HP totals being shown numerically for the bosses. It's a great throwback FPS. Now that you mention it I'm really curious and missed the sale. Edit: Yes, its on Steam Greenlight and looks nice but I'd love to see some kind of review about it.
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# ? Oct 31, 2012 18:24 |
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A Fancy 400 lbs posted:Hopefully this is the correct thread for it, but I've been playing the October build of Wrack, and it's really coming along nicely. There haven't been many major changes, but all the little ones are adding up. The graphics engine is fleshing out nicely, the movement feels a bit more smooth, especially the jumping, and there are some good ease of use tweaks like HP totals being shown numerically for the bosses. It's a great throwback FPS. I haven't tried it in a while. My main complaint would be that the areas are kind of uninspired so far. Hopefully Carnevil starts coming into his own once he really gets into the map making. Also, the editor is... kind of wack. It seemed like an interesting idea (I understand that he's trying to allow for interesting geometry while keeping the simplicity of sectors), but individually placing the faces of your geometry is a complete productivity killer.
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# ? Oct 31, 2012 18:42 |
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Cat Mattress posted:It should be the right version, then. If you want to verify, you can always use this handy little utility to compare to the values here.
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# ? Oct 31, 2012 18:43 |
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Guillermus posted:Now that you mention it I'm really curious and missed the sale. I'm waiting for the enemies and weapons to get fleshed out a lot more before I jump in again, trying out the level editor made me realize just how hard it is to make interesting levels out of what they have going on right now.
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# ? Nov 1, 2012 02:37 |
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Does anyone know if there's still a way to directly contact iD Software? Last time I tried I could only find a way to contact Zenimax, but somehow I don't think they would care in the slightest about the inquiry I'm interested in making. Back in the day they had an e-mail if I remember right, but I can't find anything on it anywhere.
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# ? Nov 1, 2012 03:32 |
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Chinese Tony Danza posted:Does anyone know if there's still a way to directly contact iD Software? Last time I tried I could only find a way to contact Zenimax, but somehow I don't think they would care in the slightest about the inquiry I'm interested in making. Back in the day they had an e-mail if I remember right, but I can't find anything on it anywhere. I have John Carmack's email address that I grabbed from an old .plan file when I wanted to ask a question about Doom RPG. No joke.
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# ? Nov 1, 2012 03:52 |
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Brutal Doom .17 is out for Zandorum: http://www.mediafire.com/?gbx7m94i77a2xj0 The Skulltag version is still taking its sweet time going through Modb authentication, though.
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# ? Nov 1, 2012 03:57 |
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ChickenHeart posted:Brutal Doom .17 is out for Zandorum: Anyone know the changelog from the test versions to 0.17?
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# ? Nov 1, 2012 03:59 |
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Jefferoo posted:Anyone know the changelog from the test versions to 0.17? SgtMarkIV didn't post any notes on .17 due to him having "fixed too many bugs, improved too many effects, and polished too many animations to make a list of it." I'm too busy trying to figure out Zandorum at the moment to see for myself, though.
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# ? Nov 1, 2012 04:07 |
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Chinese Tony Danza posted:Does anyone know if there's still a way to directly contact iD Software? Last time I tried I could only find a way to contact Zenimax, but somehow I don't think they would care in the slightest about the inquiry I'm interested in making. Back in the day they had an e-mail if I remember right, but I can't find anything on it anywhere. https://www.youtube.com/watch?v=xFbV0dGK1hI
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# ? Nov 1, 2012 04:08 |
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The Kins posted:You could probably ask Carmack (@id_aa_carmack) or Todd Hollishead (@Thollenshead) on Twitter. Does Twitter have a private message feature? I've never really used it often enough to find out and this isn't really something I'm interested in posting to the whole world as... well, I guess I'd feel kind of silly.
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# ? Nov 1, 2012 04:35 |
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The Kins posted:You could probably ask Carmack (@id_aa_carmack) or Todd Hollishead (@Thollenshead) on Twitter. That also sounds like an M1 MIDI in the background, and if it is,
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# ? Nov 1, 2012 06:40 |
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Playing the new release of Brutal Doom anyone have any idea how to make this game brighter because Jesus Christ I can't even see in Doom 2. ...and yes I've cranked the Gamma and brightness.
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# ? Nov 1, 2012 13:36 |
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ChickenHeart posted:Brutal Doom .17 is out for Zandorum: I thought the versions were unified now? At least 0.17test11 was. Actually, is that file down for anyone else? EDIT: I just checked ModDB, the files are up for GZDoom and Zandronum, and a mutators pack that has, among other things, the Danny Glover "gently caress yourself" sound clip. EDIT: Hah, the readme for one of the mutators: "BDMutator_v16ZombieSounds.pk3 will add the improved zombie voices removed in the version 16 by popular demand." What a baby, I bet he was even madder people didn't like his real gore idea. DiscoMouse fucked around with this message at 14:10 on Nov 1, 2012 |
# ? Nov 1, 2012 13:50 |
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So I haven't seen this posted here and, uh https://www.youtube.com/watch?v=sExcL3hlBOU
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# ? Nov 1, 2012 20:18 |
DiscoMouse posted:I thought the versions were unified now? At least 0.17test11 was. How was he being a baby about it? He removed the voices that were generally disliked, but included them as an optional plugin for the people who liked them (and if you were following any of the BD threads, there were people who, surprisingly, liked them.) He's been pretty patient with the community, given how borderline-retarded a lot of the posters are on other forums.
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# ? Nov 1, 2012 21:52 |
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Brutal Doom made me reinstall Zandronum/Skulltag/CarnevilDoom. What a glorious mod.
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# ? Nov 1, 2012 23:02 |
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Xenaero posted:Brutal Doom made me reinstall Zandronum/Skulltag/CarnevilDoom. What a glorious mod. Don't praise it because there are some goons that will get mad at you for that. Seriously now, 0.17 is a step forward now that Tony's voices are better implemented. I'm getting used to his taunts and not using Danny Glover's one at the moment. I was one of these that didn't like the new zombie sounds and this version is overall great for me. What I don't really get is the shotgun zooming but hey, I can just ignore it, but I can't ignore the flying kick, FEAR stlye breaking zombie's jaws all day
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# ? Nov 2, 2012 12:51 |
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Cream-of-Plenty posted:How was he being a baby about it? He removed the voices that were generally disliked, but included them as an optional plugin for the people who liked them (and if you were following any of the BD threads, there were people who, surprisingly, liked them.) He's been pretty patient with the community, given how borderline-retarded a lot of the posters are on other forums. I get the vibe he's pissed people didn't like those terrible zombie sounds. I like Brutal Doom but it's gotten pretty bloated and it's in danger of becoming an overdeveloped mess.
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# ? Nov 2, 2012 13:53 |
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Simon The Digger posted:This doesn't quite work for me. I've downloaded this file twice now and both times I tried opening it with WinRAR only to get an empty folder. I decided to try and use 7zip itself instead, and while that let me see the files inside the .7z, they're all named "Doom Fluidsynth" and none of them have file extensions that tell me what they are. That's very weird - I just re-downloaded it from Mediafire myself, just installed the latest 7Zip build just in case, and it works fine. 7Zip seems to be in the same weird kinda place as ZDoom, in that the 'core' build hasn't updated in years, while lesser versions are released regularly. DiscoMouse posted:I get the vibe he's pissed people didn't like those terrible zombie sounds. I like Brutal Doom but it's gotten pretty bloated and it's in danger of becoming an overdeveloped mess. That's a pretty daft thing to say when almost all the changes from V16 to V17 were reining things back and polishing up what there was until the majority of the community seemed happy with it. On the ModDB page, there's even a collated bundle of all the optional feature enabler/disabler tweaks just in case there's some elements you're not happy with. Not sure who's being pissy here, but it doesn't seem to be the guy making the mod. Dominic White fucked around with this message at 14:05 on Nov 2, 2012 |
# ? Nov 2, 2012 13:57 |
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Yeah he's even caring about Danny Glover's taunt in a separate file (a thing already done ITT). You get the base Brutal Doom wich is great and anything that had some divided opinions is packed apart, hell you can even enable no reloads, no helmet effects (blood/bullet holes on your face). What he can think or feel about that is kinda irrelevant when he's giving everything to the community so everyone can be happy with their own brutal doom experience.
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# ? Nov 2, 2012 20:36 |
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Yeah, the addon pack is a pretty cool addition. Now if only there was a way to make the Pistol replacement fire automatically...
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# ? Nov 2, 2012 20:58 |
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0.17 is a definite return to form, don't get me wrong. Maybe I'm misinterpreting the note. Honestly, I'm a little sour on Sgt. Mark's judgement after the real gore debacle. To me, it's important to understand the distinction between stylised ultraviolence and actual real world violence, and he kind of showed his hand on that one. No one wants to think this thing they enjoy is being worked on by the author for the wrong reasons. Has anyone else tried the MAP13 remake he made for use with Brutal Doom? I got it off his 4shared. It's pretty nicely made for a "realistic" map, good luck dealing with the three revenants and cyberdemon in the big plaza though.
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# ? Nov 2, 2012 22:11 |
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I figured I'd share this here as I think it's a fun exercise for anyone who's interested in Doom mapping: Mapping By Music It's a simple enough idea: take a song and build a level around it. Sure, the challenge part is on another forum, but I still think it's a worthwhile concept.
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# ? Nov 4, 2012 09:23 |
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So, you like Doom? You like Blood? You like shooting Nazi's? Well, guess what I found... Yes, it's corny as hell, but it's a pretty massive WAD and actually plays rather well! EDIT: Holy poo poo, just reached the level "Eredication". Fighting a literally never-ending army of enemies from Blood, Doom, and Wolfenstein while the best song from the whole TimeSplitters series plays in the background is loving insane! A Worrying Warlock fucked around with this message at 02:41 on Nov 5, 2012 |
# ? Nov 4, 2012 16:26 |
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Sobatchja Morda posted:So, you like Doom? You like Blood? You like shooting Nazi's? Someone sure liked that hidden level from Doom 64. This is cool though, thanks.
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# ? Nov 4, 2012 22:01 |
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So yeah, in the new version of Brutal Doom your Beserker-punches are swung as fast as you can mash the fire key. Thanks to this the past few levels of Community Chest 3 have been converted into some kind of Fist of the North Star film, with skulls being caved in, torsos turned into clouds of goo, and so, so many zombiemen being kicked off of high platforms. I think SgtMarkIV is about two updates away from making Brutal Doom into a full-fledged beat-em-up, at this rate.
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# ? Nov 4, 2012 22:32 |
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Is that intentional, or a bug?
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# ? Nov 4, 2012 22:35 |
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Well... as long as he ends putting proper sounds like on this: https://www.youtube.com/watch?v=lHnjbU1qGSM
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# ? Nov 4, 2012 23:41 |
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# ? May 30, 2024 10:40 |
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Playing through DOOM (Ultimate DOOM) for the first time... drat that cyberdemon boss on the shores of hell is going to take a lot of shots to kill.
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# ? Nov 10, 2012 12:56 |